CS/INFO 4152: Advanced Topics in Computer Game Development

Playtest 1
Gameplay Playtest

Due: Not Turned In

After each prototype demonstration, we will have a playtesting session. Later playtesting sessions (particularly once you have a complete playable level) will be much more formal than this one. However, the gameplay prototypes are fairly primitive, so it is not particularly valuable to make the user testing too structured. Therefore, today is just an excuse to have some fun and play some games (or game prototypes).

We ask that you bring at least two laptops capable of running your prototype. If this is not possible, please contact a staff member before this lab is held.


Playtesting Session

You should set up your laptops so that you have two copies of your game running in close proximity of one another. This will allow us to maximize the number of people playing a p rototype at any time. Once you have set up, the class will proceed as follows:

  • One person in your group should be designated to stand by the machine.
  • Everyone else in your group should play another gameplay prototype.
  • The designated member should take notes and elicit feedback as others play.

Even though your prototype should be available on multiple computers, you only need to have one person stationed with them (this is why they should be close together). You should swap out the attending team member so that it is not the same person for the entire class period.


Working on the Two-Week Report

The other major activity this week is the two-week report. This is a new format this year. It is meant to be shorter, in exchange for using CATME. You should look at the sample report to understand what we want on this report.

If you finish playtesting early -- which can happen because gameplay prototypes are so simple -- you may start work on the two-week prototype. However, we want you to make a good faith effort at playtesting (at least 20 minutes) before starting work on the report.